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Explored-but-not-visible tiles rendered at a flat 0.25 brightness — a hard-edged grey block that outlined the explored map (and its edge). Now explored memory dims AND fades toward black with distance from the player, so the remembered area melts into the dark with no revealing edge. Also set the render host background to pure #000 so the area beyond the map edge is the SAME black as an unexplored in-bounds tile (previously #0a0c0f vs #000 — a shade seam that traced the boundary). Currently-visible lighting unchanged.